CFD 2012: Discussion thread (Submission Thread Link Within)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
antti
Posts: 688
Joined: Thu Feb 23, 2012 1:43 pm
Location: Espoo, Finland
Contact:

Re: Endless Dungeon 2012 "Community FrankenDungeon"

Post by antti »

Montis wrote:
antti wrote:One very simple way to handle the keys would be to do it the way we did it with the main dungeon. If you give out a key it must be used in order to proceed further in the dungeon. UNLESS it's a gold key, which were reserved for optional doors so it doesn't matter if the player decides to not use the key.
That's not 100% true. I have a round key on level 9 that could've been used in level 6 I think.
Oh right, I never thought of that. Yeah, you may consider that as an exception to the rule or a design bug then, if you wish. :)
Steven Seagal of gaming industry
User avatar
Komag
Posts: 3658
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Endless Dungeon 2012 "Community FrankenDungeon"

Post by Komag »

There were a few minor "exploitation" moments in the original game. One that comes to mind is tossing a rock onto the plate in the "your grave" room with the skeleton warriors.
Finished Dungeons - complete mods to play
User avatar
antti
Posts: 688
Joined: Thu Feb 23, 2012 1:43 pm
Location: Espoo, Finland
Contact:

Re: Endless Dungeon 2012 "Community FrankenDungeon"

Post by antti »

Komag wrote:There were a few minor "exploitation" moments in the original game. One that comes to mind is tossing a rock onto the plate in the "your grave" room with the skeleton warriors.
That one was by design, actually. I remember modifying the trap to support the player throwing an item on the plate instead of just disabling items triggering it. The players who can think more laterally can circumvent quite a few traps in the game.

But I'm sure that there's numerous places too where you can get stuck too if you intentionally try :). I think that you could, for example, throw a key over a pit to an inaccessible place in a few occasions.
Steven Seagal of gaming industry
User avatar
Komag
Posts: 3658
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Endless Dungeon 2012 "Community FrankenDungeon"

Post by Komag »

HA! If someone gets stuck because they threw a key, they totally deserve that!!!

nice bit of trivia about that grave trap :)
Finished Dungeons - complete mods to play
User avatar
HaunterV
Posts: 676
Joined: Mon Apr 16, 2012 9:54 pm
Location: Barrie, Ontario, Canada

Re: Endless Dungeon 2012 "Community FrankenDungeon"

Post by HaunterV »

Agreed. I'm personally not to worried about loophole exploits. there are ways to eliminate excess keys and what not and tackling them will be part of the exercise for the community as a whole.

In the end all loopholes should end up being reported in time for correction for the FrankenDungeon 2012: Extended Edition to be (re)released in early 2013. then come next september.... we do this all over agian! possibly with a theme constraint or something. Who knows?

also we need to begin the framework on the intro/outro.

I believe a simple contributor list and a thanks for surviving the dungeon should suffice for the non extended edition... unless someone wants to put together these for the community... feel free to collaborate with others and put something together.


I also thought up a sort of Chapter select floor(block of floors) right at the beginning. it would be a long spiral hallway Lined with teleporters, beside each teleporter would be wall text stating the maker of the floor/floor section the teleporter takes you to. Of course the first teleporter would be stairs to the first dungeon.

As an additional thought; we have at our disposal the ability to assign party items, stats, skills, etc... we could potentially ask each creator to submit a list of what should be needed to beat a dungeon so that stepping into a portal bacially rolls an entire party with skills and enough equipment to beat the dungeon they are porting to.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
User avatar
Neikun
Posts: 2457
Joined: Thu Sep 13, 2012 1:06 pm
Location: New Brunswick, Canada
Contact:

Re: Endless Dungeon 2012 "Community FrankenDungeon"

Post by Neikun »

antti wrote: But I'm sure that there's numerous places too where you can get stuck too if you intentionally try :). I think that you could, for example, throw a key over a pit to an inaccessible place in a few occasions.
:o!!!
This gets me thinking. Is it possible to have a pressureplate activated by a specific item? (lets say a key?) (Ooh, later we could draw a key shaped groove on it)
Or is it only able to be activated by all items?
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
  • Message me to join in!
User avatar
Montis
Posts: 340
Joined: Sun Apr 15, 2012 1:25 am
Location: Grimrock II 2nd playthrough (hard/oldschool)

Re: Endless Dungeon 2012 "Community FrankenDungeon"

Post by Montis »

Should be rather easy to check for the correct item with a lua script. The only issue I see is that when you throw another item on it, then the pressure plate would get stuck and not be able to get pressed by the "real" item.
When destiny calls, the chosen have no choice.

My completed dungeon (LoG1): Hypercube
User avatar
Blichew
Posts: 157
Joined: Thu Sep 27, 2012 12:39 am

Re: Endless Dungeon 2012 "Community FrankenDungeon"

Post by Blichew »

This is one of the times I think it's a shame we don't have access to object classes definitions... :)

I think that using this workaround might give you what you need:

create normal pressure plate with activation by item only
connect to script and on activation run this function:

(not an exact code, just a logic)

Code: Select all

function checkWhatActivated()
      if pressurePlateArea:getItem.name == specific_item then
         door1:open()
      else
         pressurePlateArea:getItem.ReturnToPlayerArea (or destroy the item instead)
         hudPrint(pressurePlateArea:getItem.ID.." doesn't seem to be working here")
      end
end
User avatar
HaunterV
Posts: 676
Joined: Mon Apr 16, 2012 9:54 pm
Location: Barrie, Ontario, Canada

Re: Endless Dungeon 2012 "Community FrankenDungeon"

Post by HaunterV »

Montis wrote:Should be rather easy to check for the correct item with a lua script. The only issue I see is that when you throw another item on it, then the pressure plate would get stuck and not be able to get pressed by the "real" item.
i tihnk i remember a specific item pressure plate tihngy in the main game of grim rock.

Blichew wrote:This is one of the times I think it's a shame we don't have access to object classes definitions... :)

I think that using this workaround might give you what you need:

create normal pressure plate with activation by item only
connect to script and on activation run this function:

(not an exact code, just a logic)

Code: Select all

function checkWhatActivated()
      if pressurePlateArea:getItem.name == specific_item then
         door1:open()
      else
         pressurePlateArea:getItem.ReturnToPlayerArea (or destroy the item instead)
         hudPrint(pressurePlateArea:getItem.ID.." doesn't seem to be working here")
      end
end

a return to inventory and a not working sound would be a tad less punishing than outright item destruction...
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
User avatar
HaunterV
Posts: 676
Joined: Mon Apr 16, 2012 9:54 pm
Location: Barrie, Ontario, Canada

Re: Endless Dungeon 2012 "Community FrankenDungeon"

Post by HaunterV »

I should have the opening floor ready to go in a week or so. It's just easier to show my ideas by letting you see them first hand than trying to describe them.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
Post Reply